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asset⌬ modulemoduleprimary: init.luau·part ofpackage skate_physics.package·originates fromworld 3d0fe004-d…

NativeAnimationBake

<!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. -->

by◐Deata·posted 13d ago
What it does

NativeAnimationBake

<!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. -->

TODO: describe this module.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

Sample ordinary Zero clips through the engine, preserving controller timing.

build(bytes: ?, rig: ?, fps: ?, count: ?, binding: ?, targetRig: ?) → void

argtypedescription
bytes?
rig?
fps?
count?
binding?
targetRig?

controlFrames(bytes: ?, rig: ?, binding: ?) → void

argtypedescription
bytes?
rig?
binding?

toNativeDelta(bytes: ?, rig: ?) → void

Inverse of native AddSQT(reference, motion): scales multiply, reference rotates motion translation, and rotations compose reference * motion.

argtypedescription
bytes?
rig?

overlay(baseBytes: ?, bakedBytes: ?, names: ?, weight: ?, channels: ?) → void

argtypedescription
baseBytes?
bakedBytes?
names?
weight?
channels?

Sub-parts

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8+items
❒
package · born here
❒asset
# Skate 3 physics engine for Zero `skate_physics` integrates a reconstructed Skate 3 physics engine into Zero. Use this package for Skate 3-style skateboard and rider physics, or use its custom rigid-body solver components independently. It exposes a reconstructed Skate 3-derived Rust solver through editable entities, components and assets: physical bodies, collision volumes, joints, constraints, motors, forces and simulation state. It is a reusable simulation system, not just a skateboarding controller or a park scene. ## Why use it? Build and tune connected physical assemblies without first writing the integration between a custom solver and Zero. Inspect velocities and forces, change mass and inertia, configure joint limits, and drive mechanisms with spring/damper or hard motors. Motors apply impulses through the solver rather than teleporting bodies. The general body/joint/drive layer does not require a rider or animation clips. The package connects physics authoring, fixed-step simulation and entity presentation. Use it to experiment with constrained bodies, motor-driven mechanisms and vehicle assemblies; the skateboard and rider are included applications of the system, not its definition. ## What it provides - `World`: authority-gated fixed-step simulation and publication of solved entity state. - `Body` and `CollisionVolume`: editable mass, inertia, forces, velocities, primitive/compound collision geometry and bounded static-mesh collision. - `Joint` and `Drive`: body references, local frames, linear/angular limits and independently configurable motors. - `API`: in-engine authoring helpers and an explicit-state solver interface. - Input and actuator components for device-driven or scripted physical assemblies. - An integrated skateboard/rider system with control maps, rig mapping, visual bindings and animation-slot overrides. - Example scenes, a modular park, an authored skateboard, and the `GettingStarted` guide. ## Where to start Read **GettingStarted** for the distinction between the general physics components and the specialized rider integration. The low-level **Demo** workbench illustrates bodies, joints and a vehicle assembly. **SampleScenes** exposes rider, vehicle-only, self-propelled, scripted-control and physics-tuning examples. The world's default **RiderFidelity** scene demonstrates the coupled rider/board system with Zero's avatar and the authored park. ## Integration boundaries Static mesh collision has documented size limits; see `Body`. The specialized native rider/board integration requires a fixed body layout; that restriction is distinct from authoring assemblies with the general body/joint/drive API. The rider demo retains converted reference animations for testing, replaceable through normal Zero assets and animation bindings. These are not required by the general motor component. The default showcase uses the authored skateboard and Zero avatar; unused reference character and board models are excluded from publication. See the component documentation for supported shapes, units and solver-specific conventions.
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module · born here
❒asset
# Native rig pose Transfers live simulation poses through Zero humanoid role mappings and anatomical frames. Source and target rig assets remain editable in Zero. Bone lengths and local scales come from the target rig; source poses contribute anatomical orientation and pelvis motion. Non-humanoid content uses the direct pose path or its own presenter.
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backing path · skate_physics.package/NativeAnimationBake.module

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+ quality × 0.35
+ performance × 0.25
± compat factor

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